The History of the GPU - Steps to Invention

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Author :
Publisher : Springer Nature
ISBN 13 : 3031109686
Total Pages : 424 pages
Book Rating : 4.83/5 ( download)

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Book Synopsis The History of the GPU - Steps to Invention by : Jon Peddie

Download or read book The History of the GPU - Steps to Invention written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.

The History of the GPU - New Developments

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Author :
Publisher : Springer Nature
ISBN 13 : 3031140478
Total Pages : 434 pages
Book Rating : 4.71/5 ( download)

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Book Synopsis The History of the GPU - New Developments by : Jon Peddie

Download or read book The History of the GPU - New Developments written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.

The History of the GPU - Eras and Environment

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Author :
Publisher : Springer Nature
ISBN 13 : 3031135814
Total Pages : 355 pages
Book Rating : 4.11/5 ( download)

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Book Synopsis The History of the GPU - Eras and Environment by : Jon Peddie

Download or read book The History of the GPU - Eras and Environment written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s. Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999. The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding. All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.

Advances in Haptics and Virtual Reality

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Publisher : Springer Nature
ISBN 13 : 3031565215
Total Pages : 204 pages
Book Rating : 4.12/5 ( download)

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Book Synopsis Advances in Haptics and Virtual Reality by : Jianbo Su

Download or read book Advances in Haptics and Virtual Reality written by Jianbo Su and published by Springer Nature. This book was released on with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The History of Visual Magic in Computers

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1447149327
Total Pages : 485 pages
Book Rating : 4.23/5 ( download)

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Book Synopsis The History of Visual Magic in Computers by : Jon Peddie

Download or read book The History of Visual Magic in Computers written by Jon Peddie and published by Springer Science & Business Media. This book was released on 2013-06-13 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.

Games vs. Hardware. The History of PC video games

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Author :
Publisher : Purcaru Ion Bogdan
ISBN 13 :
Total Pages : 552 pages
Book Rating : 4./5 ( download)

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Book Synopsis Games vs. Hardware. The History of PC video games by : Bogdan Ion Purcaru

Download or read book Games vs. Hardware. The History of PC video games written by Bogdan Ion Purcaru and published by Purcaru Ion Bogdan. This book was released on 2014-03-13 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt: My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.

AI and IoT-based Intelligent Health Care & Sanitation

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Author :
Publisher : Bentham Science Publishers
ISBN 13 : 9815136534
Total Pages : 310 pages
Book Rating : 4.31/5 ( download)

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Book Synopsis AI and IoT-based Intelligent Health Care & Sanitation by : Shashank Awasthi

Download or read book AI and IoT-based Intelligent Health Care & Sanitation written by Shashank Awasthi and published by Bentham Science Publishers. This book was released on 2023-04-13 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book aims to provide a deeper understanding of the synergistic impact of Artificial intelligence (AI) and the Internet of Things (IoT) for disease detection. It presents a collection of topics designed to explain methods to detect different diseases in humans and plants. Chapters are edited by experts in IT and machine learning, and are structured to make the volume accessible to a wide range of readers. Key Features: - 17 Chapters present information about the applications of AI and IoT in clinical medicine and plant biology - Provides examples of algorithms for heart diseases, Alzheimer’s disease, cancer, pneumonia and more - Includes techniques to detect plant disease - Includes information about the application of machine learning in specific imaging modalities - Highlights the use of a variety of advanced Deep learning techniques like Mask R-CNN - Each chapter provides an introduction and literature review and the relevant protocols to follow The book is an informative guide for data and computer scientists working to improve disease detection techniques in medical and life sciences research. It also serves as a reference for engineers working in the healthcare delivery sector.

Computer Organization and Design RISC-V Edition

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Author :
Publisher : Morgan Kaufmann
ISBN 13 : 0128122765
Total Pages : 696 pages
Book Rating : 4.61/5 ( download)

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Book Synopsis Computer Organization and Design RISC-V Edition by : David A. Patterson

Download or read book Computer Organization and Design RISC-V Edition written by David A. Patterson and published by Morgan Kaufmann. This book was released on 2017-05-12 with total page 696 pages. Available in PDF, EPUB and Kindle. Book excerpt: The new RISC-V Edition of Computer Organization and Design features the RISC-V open source instruction set architecture, the first open source architecture designed to be used in modern computing environments such as cloud computing, mobile devices, and other embedded systems. With the post-PC era now upon us, Computer Organization and Design moves forward to explore this generational change with examples, exercises, and material highlighting the emergence of mobile computing and the Cloud. Updated content featuring tablet computers, Cloud infrastructure, and the x86 (cloud computing) and ARM (mobile computing devices) architectures is included. An online companion Web site provides advanced content for further study, appendices, glossary, references, and recommended reading. Features RISC-V, the first such architecture designed to be used in modern computing environments, such as cloud computing, mobile devices, and other embedded systems Includes relevant examples, exercises, and material highlighting the emergence of mobile computing and the cloud

Special Event Production

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Author :
Publisher : Routledge
ISBN 13 : 0750682434
Total Pages : 268 pages
Book Rating : 4.35/5 ( download)

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Book Synopsis Special Event Production by : Doug Matthews

Download or read book Special Event Production written by Doug Matthews and published by Routledge. This book was released on 2008 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: A companion to "Special Events Production: The Resources," this text analyzes the process of event planning to provide a unique guide to producing events. It explains budgeting and resource concerns, planning and cost projections, and the role of the well-crafted proposal.

Ray Tracing Gems

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Author :
Publisher : Apress
ISBN 13 : 1484244273
Total Pages : 622 pages
Book Rating : 4.72/5 ( download)

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Book Synopsis Ray Tracing Gems by : Eric Haines

Download or read book Ray Tracing Gems written by Eric Haines and published by Apress. This book was released on 2019-02-25 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs